Pro Circuit Online Ladder & Playoff Bracket Rules
By MLG Admin | Published: January 3, 2008 11:00pm EST
![]() Schedule1. Registration Opens - January 4th 2. Ladder #1 Begins - January 14th 3. Roster Cutoff - February 4th 4. Ladder #1 Ends - February 17th 5. Ladder #2 Begins - February 18th 6. Playoffs #1 Begin - February 19th 7. Playoffs #1 Ends - April 3rd 8. Pro Circuit Competition #1 - April General1. The top 128 Teams at the end of the Ladder will advance to the Playoffs and earn a reserved Team Pass for Pro Circuit Competition #1. 2. Team Leaders will have one week to purchase the pass that has been reserved for them. Reserved passes that are not purchased will be sold to the public at a later date. 3. The top 192 Teams will receive Online Ladder Rank Points at the end of the Playoffs. 4. Online Ladder Rank Points will be used to determine Seeds at Pro Circuit Competitions. 5. Version 3 of the Halo 3 Settings and Maps will be used for the entire Pro Circuit Ladder. 6. Version 4 of the Halo 3 Settings and Maps will be released on February 12th and begin use with the Playoffs, starting February 19th. Version 4 will also be used at the first Pro Circuit Competition in April. 7. By sending or accepting a Challenge, Players acknowledge that they have read, understand, and agree to abide by all of the rules. 8. The rules are subject to change at any time, so check them often. 9. The rules were last updated at 5:00 PM ET on January 4th, 2008. Teams1. Teams may not have more than 4 Players (1 Leader, 3 Co-Leader/Members). 2. Leaders can give Co-Leader status to their teammates. 3. Leaders and Co-Leaders are able to send invitations to the Team, remove Members, send and accept Challenges, use the Match Finder, report Match results, update the team page, and delete the team. 4. Players may not be on more than one Team on the same Ladder. 5. Players may not create or manage more than one Team from the same household. 6. Players are limited to one XBL Gamertag per Ladder. 7. Players must be on their Team for at least 12 hours before they can participate in a Match. 8. If a Player’s XBL Gamertag is changed, they must wait 12 hours before participating in a Match. 9. Teams should be checked before the start of a Match to verify all Players’ eligibility. If a Player is found to be ineligible, a Ticket should be submitted immediately and a Staff member should be contacted. If a Staff member isn’t immediately available, the Match should be played in its entirety. If an ineligible Player is used, the Match will result in a Forfeit when the Ticket is processed. 10. Use of an incorrect XBL Gamertag will result in a Forfeit of the Match. Spelling and spaces of XBL Gamertags must be exact, but they don’t have to be correctly capitalized. 11. Team or Player names may not contain inappropriate language. 12. Players are not able to change their Team’s name. Leaders must submit a ticket requesting that their Team name be changed. Player Movement1. Players are allowed to join and leave a Team at any time before the Roster Cutoff Date. 2. Leaders are allowed to add and drop Players at any time before the Roster Cutoff Date. 3. No Player Movement is allowed after the Roster Cutoff Date. 4. Teams must have 4 Players on the Roster Cutoff Date. Teams with fewer than 4 Players, at that time, will be deleted. 5. The Roster Cutoff Date is 11:59 PM ET on February 3rd. 6. Teams may change their Leader at any time. The Leader may relinquish the role by submitting a Ticket requesting a new Leader; that Player can then remain or leave the Team. Teams can request a Leader change if the other 3 Team members submit Tickets requesting that the same Player be named the new Leader. 7. Pro Circuit Online Ladder #1 teammates are not required to play with each other at the first Pro Circuit Competition. Gameplay1. No leaving the normal boundaries of a map. 2. No going onto the wormhole ledge on Isolation. 3. No going under the short ramp on The Pit. 4. No going onto the high ledges behind the glass on Construct. 5. No going onto the top center structure on Guardian. 6. No going onto the high ledge at the sniper tower on Guardian. 7. No placing the oddball out of reach. Throwing the oddball below the Map in order to cause a “Play Ball” is legal. 8. No use of the Elite Armor Classification. 9. Breaking rule #1-8 will result in a Forfeit of the Game. All Matches1. Matches must be played over Xbox Live. 2. Teams must play as either the Red team or the Blue team. 3. No warm-up or practice Games are permitted once the Match’s first Game has begun. 4. Starting a Game with the wrong Game Type Settings may result in a Forfeit of the Game. 5. If a Game ends in a tie, it must be replayed. Host and color are not changed when a Game is replayed. For CTF Classic ties, the Game must be restarted and the first Team to score a Point will win the Game. 6. If by 15 minutes past the scheduled Match time, a Team doesn’t have enough Players to play the Games, the incomplete Team Forfeits the Match. 7. Teams must submit a Ticket within 3 hours of the scheduled Match time in order to receive a Forfeit win. 8. Teams must have 4 members present in order to play a Team Slayer Game. Teams must have at least 3 members present in order to start a non-Team Slayer Game. 9. Teams may delay the Match between Games for up to five minutes. Teams can request that a Referee enforce this five minute time limit. After five minutes, if the delaying Team’s full roster isn’t present, they will be required to play the next Game shorthanded or Forfeit the Match. Ladder Matches1. Teams must use the Match Finder in order to schedule a Match. 2. Game Types for each Match will be determined by the Map Randomizer. 3. A Match will consist of 3 Games. Once one Team wins 2 Games, the Match is over. 4. No XP will be awarded for Matches between Teams separated by more than 5 Levels. 5. Teams may not play each other more than once in a 24 hour period. 6. A Team may cancel a scheduled Match by submitting a Ticket at least 24 hours prior to the Match’s scheduled start time. Scheduled Matches can also be removed at any time if both Teams submit a Ticket. 7. Matches must be played in their entirety unless both Teams agree to postpone or cancel the Match. If order to postpone or cancel a Match that has already begun, both Teams must submit a Ticket. 8. The higher-ranked Team will play as the Red team for all Games. 9. The higher-ranked Team will choose the Game they want to Host and Host that Game first. The lower ranked Team will Host the other 2 Games. 10. If Teams have the same ranking, the Team with the higher Team ID will assume the privileges of a higher-ranking Team. 11. At the end of Ladder play, ties will be broken using the following tiebreakers in this order: Winning Percentage, Wins, and Team ID. Playoff Matches1. The Playoffs will be a Best of 5 Game Match, Double Elimination Bracket. 2. Once one Team wins 3 Games, the Match is over. 3. Game Types will set for each Round of the Playoffs. 4. Each Match will consist of 2 Team Slayer, 2 Team King/Team Oddball, and 1 Multi Flag Game. 5. After losing a Match, Teams will fall into the Losers Bracket. 6. A Match loss in the Losers Bracket will result in elimination from the Playoffs. 7. A Team’s Playoff Seed will be equivalent to their Ranking at the end of the Ladder. 8. The higher-seeded Team will play as the Red team for all Games. 9. The higher-seeded Team will Host the Multi Flag Game. The higher-seeded Team will choose 1 Game to Host. The lower-seeded Team will then choose 2 Games to Host. The higher seeded Team will Host the Game that wasn’t chosen. 10. If Teams meet for a 2nd time in the Playoffs, their Match will expand to a Best of 11, include the previous Match, and pick up where that Match left off. For example, if Team A beat Team B 3 Games to 0 in the Winners Bracket, the Best of 11 will resume with Game 4 and Team A leading 3 Games to 0. If Games 4 and/or 5 of the Winners Bracket Match were not played, they will be played first with Host for each Game going to the Team that would’ve hosted in the Winners Bracket. The Team that won the first Match will Host the 11th Game, if necessary. The lower-seeded Team will Host the Multi Flag Game. The lower-seeded Team will choose 1 Game to Host. The higher-seeded Team will then choose 2 Games to Host. The lower seeded Team will Host the Game that wasn’t chosen. 11. Game Types will be set for a Best of 11 Game Match to ensure that Teams don’t play the same Game Type against each other twice. 12. If the Teams meeting in the Finals have not yet faced each other in the Playoffs and the Team coming from the Losers Bracket wins a Match, the Winners Bracket Finals Game Types will be played to break the tie since both Teams would only have one Match loss. Before the start of the Finals, the Team without a Match loss will choose to have higher Seed hosting privileges for the Finals or Winners Bracket Finals set of Game Types (See Rule #8). 13. Teams eliminated in the same Round will be ranked against each other for Rank Point purposes using their Playoff Seed.
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| Settings | |||||
| Team Slayer | Multi-Flag Narrows | Multi-Flag: The Pit | Team Oddball | Team King | |
| Primary Weapon | Battle Rifle | Battle Rifle | Battle Rifle | Battle Rifle | Battle Rifle |
| Custom Powerup Traits, Duration | 3 Seconds | N/A | 3 Seconds | N/A | 3 Seconds |
| Custom Powerup Traits, Damage Resistance | Invulnerable | N/A | Invulnerable | N/A | Invulnerable |
| Custom Powerup Traits, Shield Multiplier | 3X Overshields | N/A | 3X Overshields | N/A | 3X Overshields |
| Custom Powerup Traits, Shield Recharge Rate | 200% | N/A | 200% | N/A | 200% |
| Custom Powerup Traits, Player Speed | Unchanged | N/A | Unchanged | N/A | Unchanged |
| Shield Recharge Rate | 90% | 90% | 90% | 90% | 90% |
| Damage Modifier | 110% | 110% | 110% | 110% | 110% |
| Player Speed | 110% | 110% | 110% | 110% | 110% |
| Motion Tracker Mode | Off | Off | Off | Off | Off |
| Suicide Penalty | None | None | None | None | None |
| Betrayal Penalty | None | None | None | None | None |
| Team Changing | Not Allowed | Not Allowed | Not Allowed | Not Allowed | Not Allowed |
| Time Limit | 15 Minutes | 15 Minutes | 15 Minutes | 15 Minutes | 15 Minutes |
| Vehicle Set | No Vehicles | N/A | N/A | N/A | No Vehicles |
| Sudden Death | N/A | 30 Seconds | 30 Seconds | N/A | N/A |
| Flag At Home to Score | N/A | Enabled | Disabled | N/A | N/A |
| Flag Return Time | N/A | 3 Seconds | Disabled | N/A | N/A |
| Flag Reset Time | N/A | 15 Seconds | 15 Seconds | N/A | N/A |
| Flag Carrier Traits, Damage Modifier | N/A | 50% | 50% | N/A | N/A |
| Score to Win | 50 | 3 | 3 | 250 | 250 |
| Ball Carrier Traits, Damage Modifier | N/A | N/A | N/A | 50% | N/A |
| Hill Movement | N/A | N/A | N/A | N/A | 2 Minutes |
| Hill Movement Order | N/A | N/A | N/A | N/A | Sequence |
| Respawn Time | 5 Seconds | 10 Seconds | 10 Seconds | 10 Seconds | 10 Seconds |
More info
Register now for the 2008 MLG Pro Circuit Online Ladder #1
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